.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Turn 2 Pretenders (http://forum.shrapnelgames.com/showthread.php?t=35135)

Rytek June 19th, 2007 04:04 PM

Turn 2 Pretenders
 
I have been playing around with awake pretenders that can take level 5 independents on turn 2. This is what I have come up with so far:

EA Arco and EA Ermor are especially fun to make awake combat pretenders because of the capability to heal afflictions:

Try an awake Virtue A4,D5, dominion7. Place in the back corner and Script Air shield, hold, attack archers. I was totally amazed with this one. I figured with the low hits and low protection it wouldnt work. But try as I might I couldnt give it any inflictions. Try this with Arco and you can get order 3, sloth 3, growth1,magic1,misfortune2. This was my favorite awake pretender chassis due to the ability to be usefull through the entire game and still have good scales.

Moloch, B3,F4, dominion10. Lacks the airshield spell so is vulnerable to missle fire. script to attack archers at the start. Also, his imps draw alot of archer fire away from him. Seems a little more prone to getting afflictions than the virtue. This pretender ran a close second to the virtue as far as cost and being usefull after initial expansion.

Gorgon, E9N4. dont even need the dominon 9-10 for awe.

Wyrm, dominion 9. works great. Does'nt ramp up as well as the first 3 because of lack slots. The amphibian ability gives great flexibilty. cheap too.

Dragon, dominion 9 prefered, but with carefull target selection can pass without the awe affect. An awake dragon with Dom 9 is expensive though and magic pick will not be as high. Also suffers from the lack of slots in dragon form.

Cyclops, E4(or higher), dominion 9. Although stalling a few more turns to get a weapon and shield helps.

Prince of Death, d3 (or higher), dominion 9. Tried this one out as Arco. Got a few afflictions. I spent over 12 turns with priestesses trying to heal him. never got a heal. not sure if I got real unlucky or if arco priestess cannot heal him due to undead status. All in all still one of the better turn 2 pretenders. high fear routs independants quickly.

White bull/black bull. dominion 9. tried this one without the awe affect it gets killed quite often without the awe. I suppose you could pick earth 9 or death 5 for higher protection/fear, but the Awe is the best/cheapest way to go. having the ability to heal afflictions is nice. try to avoid crossbow/ bow heavy independants until a few spells are researched (regeneration) or a few items are equipped.

Dracolich with dominion 9. expands nicely. Although Pangea has alot of nice affliction healing pretenders.

Those are the ones I have tried so far.

Shovah32 June 19th, 2007 04:40 PM

Re: Turn 2 Pretenders
 
Level 5 independants? Most of the tougher combat oriented pretenders can handle that(although a few would struggle with a knight province at that level).

Gandalf Parker June 19th, 2007 04:52 PM

Re: Turn 2 Pretenders
 
It sounds like a good comparison. Level 5 is enough to split up the combatant gods from the non-combatant ones. And your impressions of how well they do will be helpful to people who are considering that as a way to go.
Thanks for posting it.

HoneyBadger June 19th, 2007 06:02 PM

Re: Turn 2 Pretenders
 
Ancient Kraken is a very good expander right from the box, especially with Dom 10 and a few paths.

Shovah32 June 19th, 2007 06:07 PM

Re: Turn 2 Pretenders
 
Ancient Kraken, as honey said, is great. I particularly like him with some earth magic to boost his protection.

FAJ June 19th, 2007 06:08 PM

Re: Turn 2 Pretenders
 
Whenever I try expansion pretenders they always end up taking some weak hit and getting an affliction. I have pretty bad luck with afflictions, is there a way of reducing the chance of an affliction?

Shovah32 June 19th, 2007 06:13 PM

Re: Turn 2 Pretenders
 
Take a tougher pretender or wait until they have some equipment(E9 cyclops, PoD with shield ect).

Rytek June 19th, 2007 06:38 PM

Re: Turn 2 Pretenders
 
Ways to reduce afflictions:

If you give your pretender dominion 9 or 10 you get Awe ability which is the best defense.

Pretenders with regeneration have less chance of gaining aflictions (Wyrm,great mother)

magic path of Air 1 allows you to cast air shield which is very effective combined with Awe and fear.

High Earth path gives high protection.

Also, makes sure you have at least 1 candle of dominion in the territory you attack to gain extra health effects. The more hits you have, the bigger the hit has to be to cause afflictions.Do not attack territory with negative or severe negative dominion without equipment and or buff spells.

Ironhawk June 19th, 2007 08:15 PM

Re: Turn 2 Pretenders
 
Regeneration is the only effect that directly impacts whether you take an affliction or not.

vfb June 19th, 2007 09:37 PM

Re: Turn 2 Pretenders
 
Quote:

Rytek said:
Also, makes sure you have at least 1 candle of dominion in the territory you attack to gain extra health effects. The more hits you have, the bigger the hit has to be to cause afflictions.Do not attack territory with negative or severe negative dominion without equipment and or buff spells.

It's the territory you're attacking from, not the territory you're attacking, that determines the dominion HP boost/penalty.

FAJ June 19th, 2007 11:03 PM

Re: Turn 2 Pretenders
 
Quote:

vfb said:
It's the territory you're attacking from, not the territory you're attacking, that determines the dominion HP boost/penalty.

Is that true? That makes a big difference.

Does that apply for immortal ressurection?

Saint_Dude June 19th, 2007 11:35 PM

Re: Turn 2 Pretenders
 
I believe vfb is correct. Pretender (and prophet) HP are determined by the province that they are attacking from. So if your pretender teleports from a dom +10 prov into a dom - 10 prov he will fight with max HP.

However, magic resistance (and perhaps some of the other stats) are immediately scaled according to the dominion of the province that the fight takes place in. So teleporting into a dom -10 prov is risky if you suspect the presence of mages. http://forum.shrapnelgames.com/images/smilies/wink.gif

And no, it does not apply to immortal resurrection. If an immortal dies attacking from a province with + dom into a prov with - dom, he will not be resurrected.

Rytek June 20th, 2007 12:17 PM

Re: Turn 2 Pretenders
 
Well, that is good to know. I hadnt ever noticed that before!

I have been getting some results that i don't understand. for instance: I tried a titan with Doinion 10, death 5, air 4. I figured this would work just as well as the Virtue. But the titan doesnt even come close to being as effective. It even has more hits and higher defense. It has a lower Awe rating, (2vs4) and doesnt seem to hit as often.

Lazy_Perfectionist June 20th, 2007 02:17 PM

Re: Turn 2 Pretenders
 
Can't take on heavy cavalry, some archers are a threat, sometimes, but can take on the majority of indeps from the get-go.

Father of Winters, dominion of 9 or 10 (awe), Water of at least six, ten is wonderful. Cold scale 3. Between awe, cold stat bonus, chill of 20 or more, and ludicrous defense, might get hit once or twice in combat.

Relies somewhat on letting your dominion spread to be at best, but still effective on turn 2.

Ironhawk June 20th, 2007 02:34 PM

Re: Turn 2 Pretenders
 
Its true that your HP is determined from the province you attack FROM. But you have to be really, really careful if you are attacking a negative dominion province. You might win the battle, but your pretender will have like 10% of his max hp at the start of the next turn. If the enemy catches you like that, you could be in serious trouble.

Rytek June 20th, 2007 03:03 PM

Re: Turn 2 Pretenders
 
Oh yeah, Father of winters is one of my favorite UlM pretenders. After a few turns of conquring the easy idependents do a quick stop and magic search and let one of your smiths bring in some nice forged Blacksteel armor. Shield, helmet, armor (i prefer the breastplate vs the whole suit) and sword of sharpness. Now you are ready to take on the tougher independants.


All times are GMT -4. The time now is 04:08 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.